Ice9 wrote:
1) In order not to suck, the resource management system has to be somewhat consistent with the fiction. This isn't just WoF, it's any resource system. I would call a system where they justified spells per day by saying "fireballs take bat guano to cast, and you can only carry exactly five balls of it" as complete BS. If your resource system fights against WSoD, it is a detriment to the game, not an asset.
Unlike Frank, I'm willing to spend a couple of paragraphs on a convoluted explanation because I know how butthurt grognards get, but if someone continues poking at edges of the system and demanding an explanation it leads me less to believe 'this is actually causing a problem of cognitive dissonance' and 'I'm just looking for a reason to reject it'. Obviously I'm going to lose my patience at the latter, because no amount of explanation is going to satisfy these people. So I'm just going to go 'it's a gameplay tradeoff, come back to me after you've complained to me about not letting people play gelatinous cubes'.
If you really do want an explanation, here's the best one I can offer:
Thinking of WoF as 'I'm prevented from shooting Boxing Glove Arrows' is the wrong way to think of it. WoF doesn't actually prevent you from selecting your move due to iterative probability. Unlike spell charges or mana points, you
can actually use Boxing Glove Arrow or Fireball all day. WoF determines how quickly you can do it. If you do something quickly and repeatedly it represents a moment when things line up
just so well you can do it perfectly.
So the issue isn't that Green Arrow isn't afflicted with PIS when he shoots a regular arrow at the Fire Golem instead of a freezing arrow, it's just that he could have shot a regular arrow and an armor piercing arrow AND a freezing arrow in the same amount of time it would take him to shoot just his freezing arrow. Sometimes it takes him 2 seconds to line up a shot with a freezing arrow that has a chance of hitting, sometimes it takes him 6 seconds. For whatever reason (positioning, compensating for wind, waiting for the fire golem to expose himself, whatever) it takes 6 seconds to do it but the same combination of unknown factors will allow him to put other arrows in his bow until the time is right to use a Freezing Arrow. Indeed, his player throwing a tantrum and deciding that it'd be 'cooler' to one-shot the fire golem with a Freezing Arrow so refuses to explore other options until the 6 seconds pass is
him inflicting his PIS on Green Arrow since Freezing Arrow + Regular + AP Arrow is just more effective.
Video games have conditioned us to the idea that superpowers should be available on demand because it's a--get this--gameplay/realism tradeoff, but that ain't necessarily so. Unless a video game revolves solely around trying to get the stars to align right to use a supermove (like a boxing game), the RPG will just handwave things down to a simpler system. Indeed, why SHOULD Ryu's Shinkuu Hadouken always take 3 seconds to charge up and fire regardless of the tactical situation? That's videogame logic.
Boxer McFightFight just
can't bust out with his Chicago Haymaker at the beginning of the round, since it'll just automatically fail because it requires more of an opening than Double Jab. He will get to use Chicago Haymaker at some point because who knows when his opponent will drop his guard, but in the meantime why doesn't he use Double Jab and Quick Hook? A boxing game can actually pay enough attention to all of the variables required for McFightFight to line up a Chicago Haymaker, but a multiplayer RPG just can't because it can't afford to be that deep. If it wants to model a fight with any degree of versimilitude or excitement, it needs to come up with an excuse as to why he can't spam Chicago Haymaker. Video games have mostly gone in the direction of 'fuck it, we're lazy he can spam Chicago Haymaker' but unfortunately this has led people of TTRPGs to think that this is how fights should go and not just a reflection of the limitations of programming.